1[shaders]
2vertex =
3    uniform highp mat4 u_modelMatrix;
4    uniform highp mat4 u_viewMatrix;
5    uniform highp mat4 u_projectionMatrix;
6
7    attribute highp vec4 a_vertex;
8
9    void main()
10    {
11        gl_Position = u_projectionMatrix * u_viewMatrix * u_modelMatrix * a_vertex;
12    }
13
14fragment =
15    #ifdef GL_ES
16        #ifdef GL_FRAGMENT_PRECISION_HIGH
17            precision highp float;
18        #else
19            precision mediump float;
20        #endif // GL_FRAGMENT_PRECISION_HIGH
21    #endif // GL_ES
22    uniform vec4 u_color;
23
24    void main()
25    {
26        gl_FragColor = u_color;
27    }
28
29vertex41core =
30    #version 410
31    uniform highp mat4 u_modelMatrix;
32    uniform highp mat4 u_viewMatrix;
33    uniform highp mat4 u_projectionMatrix;
34
35    in highp vec4 a_vertex;
36
37    void main()
38    {
39        gl_Position = u_projectionMatrix * u_viewMatrix * u_modelMatrix * a_vertex;
40    }
41
42fragment41core =
43    #version 410
44
45    uniform vec4 u_color;
46
47    out vec4 frag_color;
48
49    void main()
50    {
51        frag_color = u_color;
52    }
53
54[defaults]
55u_color = [0.02, 0.02, 0.02, 1.0]
56
57[bindings]
58u_modelMatrix = model_matrix
59u_viewMatrix = view_matrix
60u_projectionMatrix = projection_matrix
61
62[attributes]
63a_vertex = vertex
64